#bacon (mod status in pins)
1 messages · Page 6 of 1
Police uniforms are free that one modder who made police shit but we trying to get sheriffs department shit made
I wonder then if I could make it so players inside that faction can only use semi or safe fire modes in any gun
Well problem with that is blackmarket sells illegal full autos
But if that's easier i can work with it
the problem is I would have to spend time creating a clone of the rifle to be able to remove the auto (or the burst in case of rifles built on the m16), I'll think about it over the next couple days
Copy that thank you
Blufor//Indfor? I don't know how life servers work on Reforger but that's how it work on A3, setting things up for specific factions
Should've continued to read further down lol
Reforger is less rigid with it's faction system, which is a blessing
Means the same asset can easily be added to multiple factions in like two button presses, depending on what it is
As for the Fire mode thing
That's easy, pretty much anyone can just override or duplicate the weapon and change the fire modes on it
you cannot REMOVE from duplicates or overrides, hence I would have to create a clone of the weapon that does not have the burst or auto fire modes, since the gun is built on the m16
well, you can remove if the thing you are duplicating is the thing that added the thing, but in my case it isn't
Right Click + Change Class generally tends to work
I've managed to do all sorts of fucky things in the workbench
Right Click + Set No entry is also a fun one
sounds cool but unfortunately does not help here with the fire modes
Good enough
Slightly scuffed way of doing it but overriding the Base M4 and changing its firemodes around works well
Mostly just a 5 minute project to show you that You dont have to do a single thing Bacon, modders themselves can do it
If I were to do this proper id just duplicate the Base prefab, make changes to it, and make some variants to mimic yours, adding Civilian somewhere in the name or description of it to distinguish them
the base m4 changes burst to auto, so how did you completely remove it?
By making Auto Safe and Semi Semi
does that mean there are two safes or two semis?
played along to the rules
Couldnt remove Auto, so just changed it
And yes
As I said, a quick solution, a working solution
Not particularly optimal but it certainly works for its intended purposes
right, I was talking about removing auto mode, not hacking around it
Technically I did remove it, it cant fire full auto anymore
okay, your point is different from mine, which is fine, but not relevant to what I was talking about
Am I good to upload this mod, or is it too budget for your liking?
there is an ND license, if you feel like you are not violating any of its terms then by all means
So that is a no?
@spice elk
Hello. Are ServerAdminTools planning to put the list of blocked players into a separate config? I'm faced with the problem that I have several servers, and I want all my servers to use a common list of player bans
I just sync the bans array in my system but I think it's a good idea to put it separate. When I redo admin tools I will use separate file. Alternatively if Bohemia gives us ban sync then Admin Tools will use Bohemia bans.
good, this will be useful. I just want to send a list of bans to the site, and I have a small problem with merging bans from one server to another server.
Can you also consider the possibility of writing the user's ban time and not deleting the player if he was unbanned (for example, add some flag like isbanned: false)
for the next admin tools version I want to add things like specifying ban reason and ban time
I dont know about keeping ban history but I will revisit this idea later
As a server administrator, I really miss this functionality. I'm really looking forward to it!
at this point though it will be a separate mod called admin tools v2 or something like that, because if I ever have time to do it I will definitely not have time to add backward compatibility
this mod has grown to be more popular than I ever expected so I would like to redo it to be more quality
let's do it, hope it helps the folks in arma life, at least until some more complex implementation is created
Is there any timeframe for when we should expect the mod?
nope
I would like to see BI provide ban sync functionality before I put more work into it
Gamemaster FX 👀
Bacon you ever thought of bringing back your horror mods?
yes
oh yesss
Hi together, Hi Bacon, first of All: Awesome stuff you created for us as a big worldwide Arma Community. You are one of the reasons why Reforger speedez up last weeks and get a good push. I just wanna kindly ask why you have for your Loadout Manager Dependencies on M1, Surpressors and so on. I don't wanna criticze, your Mod - your decission. Just asking for using in Scenarios with other Backgrounds: Vietnam, WW2 etc. its a bit "unimmersive" to find a modern M1 🙂 But how said: Just a foolish question and no negative feedback. Thx for everything you did and best for upcoming dos ^^
I already explained this 381235 times in this thread
Sorry, used the Discord search fnc but found nothin about. Okay, will search later in again. Thx.
this is why, the purpose of the editor is to edit guns, so there needs to be an editable gun to show off the editor
Totally understood, now. Thx alot for explaining again 👍 🫡
if you run games set in other eras like vietnam or ww2 you likely will have your own arsenal boxes with only weapons from those times in them, so while the additional download is unfortunate you will not see the weapon in the game
Bacon, didn't you say you eventually planned to go back and add the other grips to the sbrs when you had time to do the animations? I thought I read that awhile back but can't seem to find it in search
no, not until I can make the fingers not clip into other attachments
Ohhh gotcha. Yeah I do remember you saying that now. That's why I couldn't find it then lol.
Ik you're taking a break from the camos but are you going to do your grips, optics, and suppressors in matching camos eventually?
eventually
Any way to make the admin tools player list chronological instead of alphabetical?
would make it easier to find people needing banned as well as who to look into if something recently happened on the server while a gm wasn't on.
possibly, until someone does it then your best bet is just search the console.log file for the player
Ok. I'm not the server owner, just an admin and gm, so I can't do that.
Was just wondering if it was even possible since it would be quicker and easier for GMs to find people causing issues without having to always bug the server owner.
I understand, currently the implementation is very basic, but you can configure the events api to send events to your web server and then you can use it to pipe things like teamkills into a discord channel
I'm hoping to make this more complex when I have time to rewrite the mod
Ok, cool. Will let the owner know so he can look into that
if you have a server through me then this Events To Discord functionality is already implemented at the service level
Was the ability to remove the grip from the 'short' URGIs removed?
yes, being allowed to do it was the bug
I see. If you dont mind me asking what was the issue with the non grip setup?
fingers clipping into attachments
fair enough
I did find a small bug a while back, so it might have been fixed in the current release
the left flashlight on the short urgi is rotated 90 degrees (it faces up or down, cant quite remember, instead of attaching to the rail)
and I think it was only in first person, though I'd have to double check that when I get a chance to play reforger agin
can two servers read from the same BaconLoadoutEditor_Loadouts folder or should they be separate and synced externally? I guess in theory a client cant be on two servers at the same time however just wanted to double check to be safe
I think it should work fine
ok ty
even though this is the case, me and others had thought before that the customization was nice even with jank. i think you should revert it back if possible
although funny thing is that i never noticed that lol
He did that on purpose to prevent clipping issues, as stated many times
i know that with the fingers clipping the gun texture wise
added missing skins for ctr stock and ugl
Could u make one with 80s BDU on it
@spice elk n idk if this is supose to happen like this but if you place the big fire from gm fx and drive somewhat close it will set on fire and kill everyone inside
Plz fix
Looks like the damage radius is too big. I can't make it not set things on fire but maybe I can reduce the radius
Yeah, if you could reduce the radius a little bit, that would be perfect because I was using it in Mogadishu and I couldn’t drive through anywhere that I had the fire close to it
updated, thanks for the report
Thank you 🙏
Bacon customer support 😃
Thank the Lord for this Guy
This has been going on for so Long and all it took was for someone to actually tell you
lol I never knew about it until the other day You guys don’t report issues you guys just suggest new things to be added…. Can’t fix what you don’t know is broken.
I've also added primitive linear falloff so you take more damage closer to the center of the fire
is it still worth using this mod? https://reforger.armaplatform.com/workshop/60E2E166467F23D0-EnableStreamingForEntityPatch
probably not
When using the zu23 and turning more than 180 degrees your head gets stuck and cant be moved left or right anymore.
wtf, I guess it's a 1.1 feature
Holy goated
The amounts of convoys I have seen turn flamming torpedos from a small fire was insaine. No idea why I never even considered reporting.
Maybe you kinda liked it
👁️ 🫦 👁️
I too always thought it was intended for some reason lol
Have you ever thought about making a napalm strike gm fx?
https://tenor.com/view/kong-apocalypse-now-chaos-smiling-explosion-gif-17522854
Spawning a zone of fire and minefields would be pretty neat
A larger gas zone option too.
to be able to cover a whole town or large area easier/quicker
I love the gas, especially now that the ai don't shoot through it.
Really pairs well with the desolate everon mod my sever is running
I made gas arty with it it’s pretty cool
As a workshop mod or personal?
I usually just drop a small or medium arty strike then deploy gas
It’s in my operation overlord mod
still missing some items
Like what? Optics and suppressors?
I'd guess those 😄
Are you planning to make a marpat version?
I think I need to figure out how to add separate arsenal items to the loadout editor because the mags alone (12 skins each * 5 bullet loadouts) will add 60 new items to the arsenals, so they would only be available in the loadout editor instead probably, since it groups mags by type
this also happens in BTR, what makes you think it's a problem with the zu-23?
Well the BTR isnt that useful to look around while in 1st person. In the btr you mostly look through the scope so it isnt as noticble. I didnt even know this was a thing in the btr
somehow not a thing in the hummvee though
ok no clue why free look just blows up here so I will just wait until someone explains it
Bacon, may I suggest on the spray painted versions to have the barrels painted too? The standard m4 looks odd w the black barrel and everything else painted.
what if there's a reason they arent painted 
Budget cuts
flash hider, gas block, barrel, ironsights, buffer tube are not painted because it'd be 5 extra draw calls that are not really necessary
Ran out of paint
Do they each have an own texture?
Some of them share textures
but "wasting" a pbr multi on the buffer tube or barrel didn't seem like a good idea
that being said it appears those materials are way more efficient than anticipated and there are negligible performance implications of 50 people running randomized gun parts, or so it seems
@spice elk
A quick question about the balance team mod.
If I create 3 teams, where the 2 teams are US/USSR with "unlimted" positions.
And then create the 3rd team (FIA) with only 6 players allowed in.
How will the balanced team mode react?
Will it lock itselv around the 6th player (8th) player on all three teams, or will it load all teams up to 6-8 players, and then focus on the US/USSR teams?
it should disable joining teams that have 2 or more members than the team you are trying to join
so if teams Red and Green have 10 members but Blue has 7, you can only join Blue
if Red has 10, Green has 12 and Blue has 8, I think you will only be able to join Blue
btw not sure if you're aware but at the start of a new game when the server is already full, there will be so many join requests at once that one of the teams can be easily 20+ bigger than the others
it makes sense
not sure if the script can do anything about that though, at least for conflict gamemode
technically it should compute the balance every time the teams change but maybe I forgot to do it this way
so maybe it is fixable? 
I'm sure it is
Gamemaster FX v2 👀
bro wasted a ping for this 😭
You wouldn’t do that IRL. Can fuck with harmonics and heat distribution as well the minute she gets hot it will melt the paint. Hence why you rarely see decently painted rifles always looking good. Former operator and helped with some photos for the paint 😉
What's a draw call?
loosely an instruction sent to the graphics card to draw something on the screen
Gotcha. Makes sense.
I've painted every single one of my barrels and never had an issue. There's countless photos of seals, rangers, and cag w painted barrels as well.
Didn’t we don’t do it I said ok we generally didn’t with my guys for several reason some listed 👆
usually all items that share the same material, like 50 black barrels, will be sent to the graphics card in a batch instead of individually (it's faster)
when you have the camo painted gun parts, and 10 people equip 10 different receivers (one each) then they are 10 separate draw calls, so while I've added a lot of complexity with just the camos existing I'm trying to avoid adding more, but after releasing the camos I've noticed no significant performance loss so I might do it at some point
not sure if this is really a place to "suggest" but i do have a idea to make the server admin tool potentially really good, and it would work with the chat message roles, there is a system for gmod called "ULX" and "URS" they basically are the very powerful admin tools for the game, and there is a very nice addon that basically upgrades URS, it's called WUMA
https://steamcommunity.com/sharedfiles/filedetails/?id=1117436840
it would be interesting to have a similar implementation. more so on the restrictions and limits side of the addon.
hey bacon i seem to have someone stuck in perma session timeout , after using the admin menu , never had this before but he is also not in the files of our ban list any ideas how i could fix this ?
Hi
Hey bacon just was wondering on your GM effects would you consider making like a XS fire that could be used inside of barrels and stuff like that, would be cool to see but I understand if it’s nothing you’re interested in
I tried the small fire for it and it’s just too large for the barrels sadly, was trying to make a taliban styled camp I saw on this one movie lol
The "Campfire" object fits almost perfectly inside of the barrels, leaving the ring of rocks around the outside rim at the bottom. Thats what i use for hobo campfires but ymmv
I’ll for sure use that thanks
Hey Bacon, are you planning to do different barrel lengths paired with different handguards for your URG-1 / Block 2 series?
thanks for all the amazing stuff youve made!
not really, the only one that changes barrels along with rails is the sbr for now
I see, is that in the pipeline to add different barrels for the SBR? I wonder if that impacts muzzle velocity in the game
it does not matter in the game (yet)
ya sure?
"Almost"
Set the height of the fire to be on the ground instead of up at the top lol
looks good to me
any idea with this ?
Hi bacon! The MORE DAMAGE is great, thanks for your so-useful mods!
I hope BI will wake up and will correct the stopping power and damage.
yeah it's weird how you can tank a 12.7 round from 5 feet away in vanilla
Unfortunately, such problems can be experienced from the beginning. It feels like they are not even aware of it.
Does the MORE DAMAGE mod also effect the environment controlled units?
AI? Afaik yes, we ran it on the server I’m in on conflict pve realism and 1-2 shots even with plates and we died
what is an environment controlled unit?
AI units. The "E" in PvE. RHS opposition forces seem to need a "mag dump" before they drop sometimes. Trying to make the bullets 'scary' in both directions.
damage in this game comes from bullets, not characters that fire it
Alrighty. I'll test it with the M4A1 shortly. Thanks for the feedback.
as per the mod's description, all incoming character damage is higher
also don't use multiplayer as a source for any damage related data because due to some absurd bugs in the game, damage in multiplayer is randomly unreliable
for example some bugs I know of that are in this game for more than a year:
- sometimes server doesnt even see you firing a bullet when you fire one on your screen, due to some animations sync issues
- projectiles with explosive warheads sometimes spawn their explosion in random places on the server, even 500 meters away from the place it exploded
- rockets explode on your screen but bounce off of the target on the server, so you don't see any damage applied to the target
honorable mention for hit registration but this is not really a bug, you deal damage to things if you hit them on the server, and the position of your target may not be the same between server and client
use this professionally created hint as a guide to dealing damage when your ping is higher than 30 and your target is moving
No rocks with campfiring_burning.et Sorry for OT.
That’s exactly what I was wanting to go for
Without the rocks that fire effect would be perfect for some cool hobo campfire setups
I can make a hobo barrel tbh, remind me tomorrow
👌
What's the word on some older mods like the Barrett and deagle?
Are they still usable without issue even though they've not been updated for a while.
and are there plans for any future updates on them?
I think they work correctly
Ok. Was wondering about them but I've had a real issue with rdb mismatch error lately so am cautious downloading a bunch of mods to test stuff. So figured I'd ask amd see if you you about any issues with them that you hadn't gotten to while working on your amazing loadout editor and m4s
rdb mismatch has never anything to do with some mods in particular, it's a random download corruption issue
I wasn't meaning certain mods do it. I just try to not download a lot of mods for testing all the time. Or have to change back and forth between mod versions between servers/testing
It's been happening a lot to me recently even though I've been specifically not messing around with downloading a bunch of mods. It sucks, lol
xbox is cursed
does the M110 DMR have other handguard options?
No. It's not editable currently. Not sure when I'll have time for it.
Currently I need to redo the attachments and paint the optics. Afterward I might redo the m110, it's one of my more popular weapon mods so I think I'll do it eventually.
Only started happening so bad after the last game update. Along with fps dropping bad once street lights come on.
forgive my ignorance but IRL can you slap an m4 handguard onto an m110 receiver?
I doubt it
You can not. Different receivers and different sizes. There's one exception that I know of and it's the Ruger sfar which is a 308 w different scales to make it compatible w multiple AR-15 components.
thanks
@spice elk reminder
That’s a BI or a Xbox/PC Issue pretty sure
wondering if the hobo barrel should be destructible
Realistic standpoint It wouldn’t
But for fun it would be cool for it to be a form of killing enemies by it
Might be worth putting a poll up for lol
I probably dont have time to make it destructible but I'll get it done tomorrow
Bacon could you possibly make teams password protected
Hey Bacon, what's the reason for 5 loadouts in the Editor?
Even just 1 or 2 more would be great.
No, it's fine.
TLDR, but would your ND license on your loadout editor mod prevent me from making a mod to remove the assets from the M4 & RIS mods? I'd like to use that mod for my 80s themed server but those assets were not around until the 90s.
remove them from the entity catalog instead
bacon loadout only shows you whatever is in the arsenal, if you restrict what goes into the arsenal it will solve your problem
yes, i just want to make sure thats not breaching the ND license in any way that bacon'd be mad about, I kinda feel like it is technically since it literally means "no derivatives." So I figured Id ask permission. 🤷♂️ worth a shot!
you can make your own mod that overrides the entity catalog, you dont have to touch anything bacon related
By the way the license for ND is written, anything that modifies is technically not allowed without permission, even the entitycatalog. It's safer for him to ask.
does anyone feel like the recoil of rifles like the m16/m4 in this game is a bit too high?
or the first shot specifically
yes, it would - the only way to implement this without voiding any of the licenses is create your own arsenal box with only the content you want and then use that instead of the vanilla box
an arsenal box that you manage the contents of is usually more efficient than selectively disabling items, because if I change the items in the box in a future update they might show up
Yes
No high enough tbh she’s got a little kick
The recoil only changes with certain parts and certain grip styles such as a C-Grip. Imo
ok, thanks for clarification! I dont have that kind of time so I just wont use it for that server.
With the M4 sbr, are we able to remove the grip?
No
Hey bacon I was doing some testing on my server with your m995/5t mags. Does your ammunition have a buff in damage ? I felt like those mags were putting everyone down in a couple shots
they're AP rounds, iirc they can pen BTRs
I’m talking about the m995 5.56 rounds.
From my time in the service I don’t believe theirs any small arms that can penetrate heavy armor.
no, only penetration, it will go through a btr-70 but not heavier armor
those guys say 12mm https://www.nammo.com/product/our-products/ammunition/small-caliber-ammunition/5-56mm-series/5-56-mm-x-45-armor-piercing-3/
my rounds penetrate 16mm because I set them to what RHS m995 penetration is (16mm) for pvp balance reasons
Okay i definitely appreciate the response. I’ll check that link out. Yeah I usually use the RHS ammo and was like they seem similar but I felt like there was a difference in the rounds I’d have to put in a target before going down. But I definitely appreciate the response love your work
their and mine should be exactly the same unless their rounds changed since the time I made mine
the side of a btr 70 is only 7 mm , 7mm isnt not a lot of armor , most modern ap rounds will zip through it , even older ww2 rounds and even ww1 7,62 round can go through it
the BTR is heavy armor?? dawg a cast iron bathtub has better protection than one
No my thing is I’m not particular with the btr armor or how thick it is. When I was active we didn’t study the btr as a heavy weapons we focused more on other nations tanks, ifv and other current vehicles. Thats why I was curious. Like I said I don’t know about the btr that’s why I after you replied I looked some shit up. And I’ve never used m995 in real life we always used m885a1 ball. So that’s why I was trying to figure it out.
oh ok my bad
Nah your all good that’s why I was asking
BTRs aren't meant to be stay in combat. They're meant to drop troops off and run away
Using it like an IFV by sitting it in the middle of a road and engaging in close quarters engagements with enemy infantry is nothing but a surefire way to lose it
Same thing with other older APCs like the M113, they're Taxis, not Fighting Vehicles
yea, i find it kinda interesting that they used BTRs and M113s as IFVs in a lot of conflicts
Does the armor piercing icon pop up on the mag count onscreen like RHS does for their M995?
now that you mention it, I probably forgot about it
My goodness lol a friend and I were debating for the longest and spent an hour with me using your ammo and him using the RHS m995 mags
Pretty sure that's not correct, BTRs are more than battle taxis.
What you said may apply to an M113, but a BTR does generally not "run away", it's supposed to move behind the squad similar to an IFV.
APCs take troops 1/3rd of the way into battle
IFVs are more armored and have better firepower, and drop troops off IN combat, and sticks with them while they're fighting, typically in conjunction with Main Battle Tanks
The BTR-70 is an Armored Personnel Carrier, not an Infantry fighting Vehicle
For era appropriate IFVs, see the BMP-2 and M2 Bradley
These are more armored and have heavier guns
which mod of mine are we talking about again
Ngl just woke up, thought this was SpaceStrider
I was about to post evidence from a 1984 manual but I guess that's a no 😅
I would venture to say that outside of its intended purpose nothing is stopping you from using the btr as an infantry fighting vehicle, even more so if you dont expect the enemy to have anything that isnt small arms
I'm pretty sure it is a combat vehicle by design, even if its armor is cardboard
It's weapons are designed for rear security and self defense
there is definitely some value to having a rectangular wall with your squad that can protect against small arms and cut enemies into chunks with its higher caliber machine gun
It is, the idea that APCs should avoid direct combat is a general rule of thumb but not correct in the case of BTRs.
also, the national defence university of ukraine claims the btr-70 has a smooth ride, so it's pretty great
... Can't tell if this is sarcasm
Here's a textbook example from "The Soviet Army: Operations and Tactics" (1984).
It shows the dismounted attack formation of a Soviet Motor Rifle company (BTR) with an attached tank platoon.
The tanks are leading the formation, up to 100-200m behind them are the Motor Rifle squads, and another 100-200m behind are their BTRs, which actively support the infantry.
damn thats a lot of btrs
Yes ik I'm dumb
lol
The number of horizontal - on an arrow shows what "level" it is, for example none would be squad and = would be company
not to scale btw
Also you can fit a whole platoon in 3 BTRs?
Yeah, each squad has a BTR and Platoon HQ splits up
Btw sorry bacon but this is a soviet doctrine thread now
He's chill usually
Tbh you could probably fit 2 platoons into 3 BTRs if enough people sit on top
What about Motorized infantry? What's their doctrine?
Most soviet infantry is just motor rifles
Is there not light infantry in the Soviet military?
Not really
What abt VDV?
They have BMDs
All of them?
In theory yes. But in practice they might not always bring them along from the start. For example if you do an air assault, secure an airfield first and only then fly the vehicles in.
Right, or in mountain terrain such as Afghanistan
That's modern Russia but: https://www.battleorder.org/post/vdv-video
Why's Air Assault green?
That's the way Battle Order does their unit icons. As https://www.battleorder.org/icons shows, green is used for infantry.
Do I need to do something specific to make the remove option appear?
there is an image in the assets folder with some custom behavior definitions, this included, like a readme
oh ty
only thing not included is how to setup the magazine submenus but basically it's a magazine with an arsenal component and items in it
btw does it ever crash your workbench?
my workbench crashes randomly regardless of what mod I am working on, so not sure how to answer that question
this error sorry, the image didnt attach
it might be helpful to send over the console.log
I will shoot them over next time I get the error
why not for this error?
I had this image saved from before, Im not sure which log file it is any more
aight, also let me know what you did just before the crash
I think I dont have the logs from that day any more, I believe theres a max folder count and then it recycles new ones. For that one I just spawned into mp_test, opened the editor on a standard ussr weapon arsenal box
cursed
btw any tips for how to handle both supressed and non-supressed shots in the same ACP file? Is there a specific block I'm not seeing
it's in the sample weapon's audio project
Hello bacon, a guy created a mod for me to remove the thermal from the RHS arsenal, it worked but it still remains in the bacon ladout, but in the arsenal it disappeared, can you tell me? I want to remove it from the lodout bacon too
Then it wasn't removed, maybe hidden instead. My suggestion is to have your own arsenal with only the items you want.
Do you know how I can do this? Any tutorial, I'm new to creating mods
Make a new mod in the workbench tools and override these files create a new arsenals, depending on what factions are in your map, take a look a these files for examples:
Configs/EntityCatalog/USSR/USSR_InventoryItems.conf
Configs/EntityCatalog/US/US_InventoryItems.conf
I suggest to create a new arsenal, not override existing ones. That's the whole point, so you control what's in them and no mod updates ever suddenly add items to it.
btw I noticed the reflex sight takes up 2x1 slots in the inventory, no other attachment does that. I assume its a typo?
probably
Bacon do you have a friend named eggs?
Do you have any tips on how to do this, because I have no idea
@spice elk I was just watching a video about AMD's FSR 3 and they were saying people are modding it into games.
Do you know if this is something that could be modded into the enfusion engine or is this outside the scope of what's possible through workshop mods?
Not sure how to add it in since modders have no access to the engine
Makes sense. I figured you would know
Hey bacon, I love your M4 so much but I use better sounds on my server which makes some guns sound amazing but never change yours, would you ever consider in future reworking the sound design for your M4?
@spice elk have you thought about making the under barrel grenade luncher in the block two pack a removable style so it can fit more models?
you mean change it so it sounds like something out of better sounds and then not fit in vanilla instead? why?
no idea what you mean
Like how the Russian underbarrel grenade launcher is removable and can swap between ak's
this was already answered before #1110586149740748890 message
Sorry if this has been answered somewhere prior already, are you ever planning on releasing your weapons in one large pack?
Thanks for the time you spent making all of these, they're really cool. :)
probably not, as I want to allow server owners to choose which weapons they want
not really, since you are not telling me what the problem is
Hi all, i'm having an issue with the Bacon arsenal... When people try to Save loadouts it won't work. any ideas on how to fix this issue? much appreciated.
you are still not giving me enough information, so my only advice is make sure that saving loadouts "normally" works before you attempt it in the loadout editor (what is bacon arsenal?)
I saw your post in server admin tools, basically check if you can save loadout normally at arsenal crate. The editor is not good at telling you why it fails yet.
nope it doesn't work. I've just found out that I also can't get vehicles becasue the rank of SGT is required so idk how you change it so it goes down to private.
then perhaps the mission you are playing just does not support loadouts
Yeah I thought that so i've changed scenarios and the arsenal works on different scenarios so idk why it wouldn't on others?
thats up to the creator of the mission/world you are playing in unfortunately
okay, so I need to find the scenario that allows the arsenal and map that i'm wanting... how would I find that information? do i just have to keep chaning scenarios until I find one that works or is there a way that I can see what each scenario offers prior to loading it onto the server? thanks for your responces.
well you can play the scenario in your game to test it, dont need a server
https://share.g-portal.com/u/Sdmxsz.png Hi, my server isn't working because of this according to my server host's Gportal. can you direct me in the right direction on how to fix this please
I think some download might be corrupted, if you are using latest versions of the mods, try removing them from disk (addons folder) and restarting the server so they are redownloaded
FSR3 requires motion vectors, which enfusion doesn't have.
If you had motion vectors, you could probably mod it in via Reshade. But it doesn't so no chance
SCRIPT (W): Bacon_GunBuilderUI_PlayerControllerComponent.UpdatePlayerMarker | m_MapMarkerEntrySquadLeader is null - cannot update marker
Not every server uses the vanilla m_MapMarkerEntrySquadLeader , might want to add a check here maybe?
I can only guarantee compatibility with vanilla
Makes sense! Thanks for breaking it down for me
does every gamemode use squad leader markers though? I thought thats only in conflict
I tested it in GM
Not directly related but somewhat in the same ballpark, I'm running a 4netplayers arma reforger server. This week, it gives me a download error, simply can't seem to download the mods from the workshop. I've reset the server, proper reset and talked to support, they tell me it's Arma's issue not theirs. Any of this seem familiar or any advice you can give me?
cause I know these mods are working on other servers right now and last week there was no issue with downloading them
Kind of at my wits end here
Try deleting all the mods and adding them one or two at a time. Run the server for 10 minutes or so, make sure you can sign in.
Then go back and add two more and so forth. You probably have a lower priority and you're not able to download as much as the server needs at one time.
try setting a vanilla mission in the config before trying to download all the mods again, I had some weird interactions with custom missions and mods not downloading first
thanks guys! will give it a shot
I just want you to know, my friend group has started referring to the loadout editor as "The Baconator"
Incredible
There's any report of loadout editor producing lag (like be on 10-15fps from 80+) for a while and suddenly recover all fps in ~5 min?
Have like 2-3 members of my community that almost every time they use it, get that problem
the loadout editor does NOT do any background processing the whole time you browse it
when you open the editor it will load items from the arsenal, and then when you navigate to new slots or categories it goes through that list to filter what to display, so once you see the list of items its processing is done by that point
it's possible some modded items have some behavior that activates while those temporary item listings are generated, if that's the case you might get the same lag when using the vanilla arsenal
Thats the problem, they use the vanilla arsenal to avoid It and dont get any lag at all
The only mod that add things to the arsenal we use is RHS
I'm positive that it is some mod doing it (probably unintentionally), but it will be hard to find
are any of those community members on PC? maybe they could send their console.log from when they experienced the issue
We are all from PC, will ask for their logs the next time
when you rest your weapon
Thought I fixed that, hmm
@spice elk Did your modpack come with the Banana?
Asking due to the amount of trolling going on within my servers from people taking them then dropping mass amounts of them. Can't clear them with entities
I have created no mod packs and I have not created any bananas
thats ace, more specifically medical i think
Which ACE mod is it associated with? We don't have medical in. Maybe backblast or something then
probably idk? eitherway its off this threads topic. sorry bacon
tried changing this but no matter what I do the hand doesn't move, weird
Have you ever considered making the icon thumbnails wider in the editor so it doesn't cut off all the weapons etc?
itemComponent = InventoryItemComponent.Cast(itemEntity.FindComponent(InventoryItemComponent));
throws an error before it can reach the check:
SCRIPT (E): Virtual Machine Exception
Reason: NULL pointer to instance. Variable 'itemEntity'
Class: 'Bacon_GunBuilderUI_Cache'
Function: 'GetPrefabsForCharacterWeaponSlot'
Stack trace:
Scripts/Game/BaconLoadoutEditor/GunBuilderUI_Cache.c:402 Function GetPrefabsForCharacterWeaponSlot
Scripts/Game/BaconLoadoutEditor/GunBuilderUI_Cache.c:510 Function GetChoicesForSlotType
Scripts/Game/BaconLoadoutEditor/M4Test_GunBuilder.c:1230 Function CreateOptionsForSlot
Scripts/Game/BaconLoadoutEditor/M4Test_GunBuilder.c:693 Function HandleChangedSlot
Scripts/Game/BaconLoadoutEditor/M4Test_GunBuilder.c:597 Function OnEditedSlotChanged
Scripts/Game/BaconLoadoutEditor/GunBuilderUI_ListBox.c:162 Function OnClicked
Scripts/Game/BaconLoadoutEditor/GunBuilderUI_MultifunctionSlotUIComponent.c:280 Function OnClick
I think a couple of the RHS weapons are the culprit:
SCRIPT (W): Prefab {F2C2EAC044A159EE}Prefabs/Weapons/Rifles/AK74M/Rifle_AK74M_b30u_b31n_tgpa.et has no InventoryItemComponent!
SCRIPT (W): Prefab {710B611121AAD8A1}Prefabs/Weapons/Rifles/AK74M/Rifle_AK74M_npz_b10m_b19n_tgpa.et has no InventoryItemComponent!
It’s okay brother!! It’s not game breaking at least! Maybe in a future update with Bohemia?? Idk?
Also do you know if anyone knows of a zombie mod , I’m not sure if it was you or maybe Zelik who had one? But I’d love to reach out concerns g bringing it back
Apparently Reforger corrupted my RHS download, I fixed it in the end and the error disappeared nvm
is the recoil on the URG-1 something you made as is Bacon or is it arma standard recoil?
M16 recoil
that recoil is wild
Its not that bad
I think the first round is a bit too high but I don't want to nerf recoil to create an advantage for using my weapon
A bit more than it is irl but not alot
@spice elk hey man, I noticed that the m203 isn’t able to be mounted onto the m4 cqbr, is this a something you’ve been thinking about adding or is there a issue with mounting the m203 onto that rifle even with the longer barrel
It's too long
Fair enough, wish there was a way with the longer 14 inch barrel most standard m4s have, like this
Those M4A1 stocks would be sick
Ya it would be, those GWOT era kit and m4’s were something, just found a mod that added peq 2’s
Link? Do they work w RHS?
Probably the Jotnar mod
I'm check it out. Thanks Hydro
Ya sorry I fell asleep, it was very late for me but ya it was the jotnar mod
Anyone else have the issue where the m4 GL sight goes up out of view when zeroed at 400m.
Does it work more like RHS or TF Mattock
More tf mattock
Lol yeah they are not zeroable fully, its a bit of a mess
Any plans to add a GL to m4 Spr long barrel?
yes when I find a good model of a shorty ugl
unless I do something stupid like cut the mounting parts of the one I got in half, but I'd rather not
If you do a shorty gl mount. Would love to see a shorty standalone. Especially if you can get it to work in the sidearm slot
the grenade launcher im using is the LMT m203 which only has the rail mounts, LMT also makes a shorty version but I don't have a model for it
I mean they make all sorts of mounts, but I only have a good model for this specific one
maybe I'll just commission one with multiple mounts when I have time for modding in the future
Any update on when or if your going to start adding camo’s and attachments to the M110
No
I do have a question as well. The RDS for the UGL is nice for general targeting. Will it be possible to change the sight to a side irons (quadrant sight assembly) at some point in the future?
No
I love bacon
Might be going crazy and it’s a coincidence but Bacon Loadout Editor seems to break gamemaster Context menu to where nothing appears on it.
It’s RHS more than likely otherwise it’s anything that adds a radial wheel
It's the attachment radial menu from the RIS script. It's based on the radial command menu which also breaks the GM radial menu
do you know the menu that has the salute emote? thats what breaks it, my attachment radial menu uses it also so double breakage
Dang
The bons animation mod?
Not sure how other people's mods work
I dont know how any mod works 😭
Same. Especially mine.
Nuclear bomb - bacon8008
That one's different, like the RHS one
bacon is referring to the vanilla one. tilda on PC, "LB dpad up on console"
@spice elk Would u be able to add burst receiver to your m4’s
I have a lot of things on my private roadmap but recently have not been able to do any modding work due to time, the final boss of life
If we control time we have power
What does the Bacon bot for discord do?
which one? my service has 2 and a half
Ah, so like it's part of your server hosting stuff? Didn't know if it was for public consumption. Title just says Bacon bot for discord.
I was going to tinker and test it out if it was available for people hosting privately.
that doesn't sound like something I've made, in fairness my name is not very unique
No idea what this is. Loadout editor saving is done via vanilla game saving. If things save in vanilla they will save in loadout editor.
Essentially because rhs have items that spawn by default with a patch on, the save overrides any other patch you put in place of that one and will reload with the default one on.
Like bacon said. Nothing he can do. Purely an rhs and vanilla thing.
same thing happens with 40mm and RPGs.
do rhs would have to change their patch. Nothing bacon can mess with
That's less than ideal
and it always defaults to the us flag? what about saving with another rhs patch?
It defaults to whatever patch in on the item by default in the Arsenal. No matter saving base game or bacons loadout.
same thing happens with the jtf rhs Vests.
one has an a+ blood patch and you try saving a kit with a Medic or flag patch but it'll always load as blood type patch
Yeah I think it just by default does not serialize those, there's a limit to what types of storages and how deep it will go
by that logic it cant be fixed by removing the default patch, the new one will just not persist
Just like gls. Can save an m203 with a 40mm in a loadout but reloading/respawning will be the default hedp.
and with rphs. Base game rpgs even if you save an rhs rpg
Exactly. Something rhs has to do. Nothing to do with bacons loadout editor
Hello Bacon, Would it be possible to fix the Barrett M82 bipods when you ever find some free time to work on it please ?
your mods
no, exatly not. If the problem is the recursivity depth of persistence of the slots then nothing RHS can do either
They can not have a default patch and leave the slot open
if we remove defaults, you will simply spawn with empties when you save your loadouts
It's because the item is saved with the default patch in the Arsenal by default
I don't think we can even inspect the serialization that happens for entities, since all the loadouts do is quite literally just export an entity to json
If it has no patch. You can save a different patch in the loadout.
it's just when it already has one straight out of the Arsenal
Say it the vest has an open patch slot. I can save a flag in that slot and it'll keep loading that flag.
but if it has a Medic patch. Even if I change it to a flag and save. It'll always reload as the Medic patch
So. Rhs. Would just have to have the patch slot open by default. So it's up to them. Nothing bacon can change.
it's just how the saving works in vanilla with certain other things too. Like 40mm, rpg, and some other stuff like canteens in some webbings
to me sounds like a vanilla bug then with the saving and reloading of slots, what you describe for RHS to do is a workaround that doesnt solve the bigger problem, as illustrated with the 40mm and RPG
Whether it's a bug or just limitation in the games saving.
it's still something they can 'fix'
not all of their patch slots have patches already in them and the 'problem' doesn't happen.
it's just ones with patches by default that have the issue
Just like the issue with the 40mm and rpgs would be resolved if they just didn't have ammo in them by default and you chose what ammo to save in it for the first shot
when you say them you mean RHS? because im from RHS so when I say US and WE i mean RHS. And im trying to tell you that if the problem is in vanilla slot saving not behaving correctly we should raise the issue to BI and not hack around the bush. We dont want to remove default layouts because thay are used to setup groups and AI
By all means report to BI. That's great.
but I'm saying. Is leaving the patch slot open by default is the solution because that works perfect on all the other patch slots that are left open by default.
besides that also allows that patch to be customized by the player instead of always being whatever is on by default. Which at that point would just make sense to not even be a patch if you can't properly change it. Rhs issue or BI issue
Except it does save custom patches if no patch was there by default
But. This has now landed on the topic of rhs / bohemia.
Bacon can't change it. So we've gotten off topic here
there, where? on what type of item? rhs has one vest with velcro slot so its not really a good sample size for comparison. If you are comparing it to slots on helmets and shirts this might not be connected to default slotting, but internally to the way vests work particularly. I will investigate a bit and report back to #1050079312977596426 but first feeling is that its a engine issue
Hello Bacon, Would it be possible to fix the Barrett M82 bipods when you ever find some free time to work on it please ?
your mods
If it is fixable of course there may be limitation I'm unaware of.
hard to fix if I dont know what the problem is
The bipods fix on the ground everytime you use them RHS PKM have very nice bipods
Idk what that means
Hmm the fixing point of the bipod it attached under the ground instead of having a collision to it
ah ok I got you, will have a look later
Thanks man sorry for the bad wordings I'm not english
Rhs pkm is vanilla pkm
Rhs made the vanilla pkm?
That’s really cool I didn’t know bi got modders to make vanilla weapons I wonder what else they’ve got cooking
dawg what😭
Rhs uses the vanilla pkm. They just added a version with a sight rail
Shit…
I never played vanilla didn't know there was even a pkm 
How'd I place down bacon loadout editor for a custom faction?
it works on arsenal boxes, so make an arsenal box and it'll show up
Understood, is there a way to change what shows for certain factions, if so, where would I change that?
not related to the editor, it pulls out items from the arsenal
Understood, thank you bacon!!!
Hy bacon i was wondering if you can make your AP mine in a standalone mod ? i would love to try use this systeme of randomize minefield to make AP minefield: https://forums.bohemia.net/forums/topic/287427-tutorial-how-to-build-random-land-minefields/
Thx
After youve configured your mission correctly, youre ready to follow this tutorial. If not, you might face basic issues. That said, lets do it: Desired: Create random and FPS-friendly minefields; A solution to prevent players from memorizing the minefield positions when playing several times the ...
Phoenix studios has an extension of bacons mod that includes a variety of mines but I also recommend not having randomness as then it allows your players to map out the mines which would allow them to think and learn which keeps them coming back. It also allows for dynamic strategies.
In the conflcit scenario there are already using that strategy that why i wanted to use this randomize to generate large zone in order to prevent the player mapping the position
Do you have the name of the mod because i dont think they made it standalone ? are they inside their weapon mod ?
find it it was in effects
I do notice players finding random mines and blowing up to them tends to cause them to rage quit because well idk but they do tend to.
Also I think it’s like phoenix effects and it requires bacons mod it isn’t stand alone though I’d recommend having both as they both have great features.
Okays thanks for the tips i need to figure out if i need to use it because the map is already 3Gb + RHS + various vehicule i do not ant to exced the 20 Gb limit for our xbox players ^^
It shouldn’t be too much but RHS definitely is lacking some content and if you wanna give your players options I’d definitely look into some different mods. Yes the Xbox download limit is ass but you should be able to keep it relatively around 10 gb. My milsim is at 13-14 rn I think.
we are working on finishing one side of the isnald with the zimnitrita map so i think we wsill be around 15 gb also
No, but GMFX is such a small download I don't see why it would even be beneficial, just don't use other effects in your scenarios
I love bacon
Majority of modded servers already run this mod either way, so it's no biggie
yup roger that i just realized we arleady using it sorry for the question
As of April 22:
percent servers mod
79.75% 894 RIS Laser Attachments
78.77% 883 Suppressors
71.72% 804 M4A1 Block II and URG-I
69.67% 781 Zeliks Character
66.64% 747 SpaceCore
64.41% 722 Night Vision System
64.14% 719 RHS - Status Quo
63.6% 713 Bacon Loadout Editor
60.39% 677 Game Master FX
56.47% 633 Project Redline - Core
52.36% 587 GM Persistent Loadouts
51.47% 577 Task Force Mattock Uniforms
50.67% 568 BGONE
49.87% 559 Server Admin Tools
49.78% 558 ACE Core
47.81% 536 Bon Action Animations
47.81% 536 Task Force Mattock Weapons
46.48% 521 ACE Carrying
39.79% 446 M110 DMR
39.7% 445 M249 Scope Rails
38.8% 435 BetterSounds 3.0
38.0% 426 Joint Light Tactical Vehicle
37.02% 415 COALITION Squad Interface
36.4% 408 Game Master Enhanced
36.22% 406 HMMWV VARIANTS PACK
33.18% 372 Shrapnel
31.67% 355 STRYKER
30.95% 347 BetterTracers
30.95% 347 BetterHitsEffects
30.24% 339 ACE Backblast
29.35% 329 ACE Medical
28.28% 317 ACE Trenches
27.56% 309 Keep Gun When Uncon
26.23% 294 Disable Game Master Budgets
25.51% 286 Units Map Markers
25.33% 284 ZU-23
24.62% 276 M17 Pistol
24.53% 275 TF Mattock BLUFOR OPFOR
24.0% 269 Barrett M82
23.64% 265 M1 Abrams
23.46% 263 ACE Finger
23.02% 258 vPad
22.84% 256 MEP civil
22.57% 253 Project Redline - UH-60
21.94% 246 BetterExplosives 2.0
21.32% 239 WIP Bell 412 CH-146
21.23% 238 Weapon Utils
20.7% 232 SR Sound Mod
20.52% 230 Eotech Vudu
20.52% 230 BetterMuzzleFlashes 2.0
20.34% 228 KIOKMiddleEastAsset
20.07% 225 Talking on Radio Beeps
20.07% 225 Bacon Weather
19.89% 223 ACE Compass
19.8% 222 BMP-3 IFV
19.63% 220 Stun Grenade
19.63% 220 M240B
19.54% 219 ACE Chopping
18.91% 212 TODs UH1H Hueys
18.64% 209 BMP-1 IFV
17.57% 197 DarkGru Operators Pack
17.4% 195 WolfsBuildingPack
17.31% 194 T-72
17.04% 191 M2 Bradley Fighting Vehicle
16.5% 185 DVB1 AH1S Cobra
16.06% 180 ConflictPVERemixedVanilla
15.97% 179 M113 APC
15.79% 177 Collectable Intel & Phones
15.61% 175 OLDCARS Civilian Clothing
15.43% 173 Where Am I
15.34% 172 RHIB
14.72% 165 Darkgru PLA Faction
14.72% 165 Enfusion Database Framework
14.45% 162 Enfusion Persistence Framework
14.18% 159 AH-1 Cobra
13.92% 156 SESOF Compass
13.92% 156 TalibanMod
13.83% 155 StaryArmory - HeadGear
13.65% 153 TODs UH-60 Fix
13.65% 153 M2010 Enhanced Sniper Rifle
13.65% 153 ACE All in One
13.38% 150 Tactical Flava
13.38% 150 STARYARMORY - Uniform
13.2% 148 SESOF MagRepack
13.11% 147 Civilian Faction
12.93% 145 Bacons M249 pkm rpk rails
12.93% 145 Darkgru Operators
12.67% 142 IED Emporium 2.0
12.58% 141 Garbage Collector Patch
12.49% 140 Keep Abandoned Vehicles
12.22% 137 Force Garbage Collect
12.13% 136 WZ Turrets
11.86% 133 MK 14 EBR
11.86% 133 Equipment Pack
11.33% 127 MEP base colors
11.15% 125 MAKO AK 105 Zentico
10.97% 123 Benelli M4
10.88% 122 Cougar MRAP
10.44% 117 Chat Message Roles
10.44% 117 Kunar Province - Afghanistan
10.17% 114 Game Master Safe Zones
Bacon why are you in the duck pond server lmao
duckemojis!!!! everyone should join, they are the best general emojis
Bro i left when somebody sent a voice message of them quacking for 5 minutes straight
Did sen contact you with the modifcation we have try ? we have succesuflly send direclyt disrd webhook thru your mod admin
Sure….
hope it wasn't actually through my mod, as modifying it would break the ND license
that's why back i think 2 month ago i ask you permission to try and send you the modification, you were telling me it was not possible but your werent sure about it
on my service I have a built in integration to send admin tools events to discord, because discord is not directly compatible, so you need some server inbetween to process the data
so i made the digin for you ^^
That is not the case anymore you can directly send event from reforger to discord using webhook
I'm sure that's true, but admin tools has its own data format that isn't compatible with discord
we have already succesfully make the modification in order to test it, that was my question was about if sen already sen you the script modifciation we have made for the test in order for you to implement it if you wanted it tho
the tryckiest part was the refactor before sending it
I am well aware that you can do http requests to discord from reforger, I am telling you that admin tools does not support it because of the data format. You can make any modifications you want, but it doesnt change the original data format compatibility.
Once you edit or refactor the data, then it is now your data, not original admin tools data.
can i maybye show you because i dont understand why i could no be compatible since we have a test server with your admin tools up to date and we receving all the event api directly in webhook without any process between (sorry if my question is dumb)
If you need to edit it to make it compatible, then obviously it wasn't compatible before
i do not know if is my bad english that is not helping but my only question was to know if it's interesting you to have the modificaiton function in order to implement it officaly ^^
I'm not implementing direct Discord compatibility, you should handle this in your own backend because if you have multiple servers posting to the same webhook you will need to deal with rate limits
if you have multiple server you jsut need to make a channel per server in order to seprate the log event (and you will have the ame limitation by using an other process to umlod it back to discord ?)
actual limit are 10,000 requests per 10 minutes (a sustained 16 to 17 requests per second) per webhook
do webhooks have different rate limits than bots? bots are 50 requests per second global
the limit you mentioned applies to invalid http requests and is for a cloudflare ban
that a good question i think this is a tricky question because it does not seem to be cleary ideintify i have found a user telleng that it's 30 message per mineutes (wich is quite low tbh) and yes it faore invalid requests
All bots can make up to 50 requests per second to our API
IP addresses that make too many invalid HTTP requests are automatically and temporarily restricted from accessing the Discord API. Currently, this limit is 10,000 per 10 minutes
yup and on top of that you have that ghost limit https://stackoverflow.com/questions/59117210/discord-webhook-rate-limits
but actually the data format is setup the way it is in admin tools because it is the easiest for me to parse and store in my databases and message queues, I have actions bound to some events like synchronizing admin tools bans when a ban is executed on one of the servers
then my system sends those events to your discord channels making sure it doesnt exceed rate limits (will send multiple at a time depending on quantity)
Okay i understand could you allow us to test on one of our public server to determine this direct limits ?
is it going to be part of koth or will it release as a public addon to the mod so users can setup their own channels?
no its not link to the koth dev i am only a friend of sen i do not particiapte in the active dev of it, no just a test on a conflcit server to post on our discrod
Will your M4 work with the new bayonets?
idk
Dude. They only just cane out on experimental. Lol
like the guys gotta see and use them first.
And see how they are attached and what not.
but I do hope he does eventually add them to the m4s / loadout editor
loadout editor should Just Work™️ but not sure about bayonets
It was a simple question if he wanted or planned to add the functionality. Since you don’t really see bayonets on M4s nowadays it’s a valid question if he wants them on his guns or not. I should have phrased the question better, but alas it is 1am and my brain is not braining.
Worst part of the new experimental builds is always the lack of your loadout editor, though it seems the BIS loadout screen is now a bit less laggy.
i may have spoiled you guys a bit, sorry about that
yea bacon loadout def spoiled us, granted i feel like bacon loadout should be a vanilla mechanic anyway it just feels so right and good

Yeah I get why they excluded the virtual arsenal, but it was an integral part of my Arma experience. It was sorely missed
Still, even vanilla is loads better than the old ofp days with its 'removeallweapons this; this addmagazine m16; this addweapon m16; this addmazine grenade' etc etc 🤢
in fairness in Resistance you could choose loadouts at start of mission
Yeah some missions in ofp had that as well I think. Good thing too because who needs 6 handgrenades 😄
Probably already been asked but do we know why the ability to remove the SBR grip was taken away?
yes I answered this 54834 times already
it’s due to hand clipping I believe (to keep bacon's counter stable at 54834)
Was there actually any valid reason except "didn't wanna"?
well admittedly this is partly speculation on my side (since we don't have exact inside information on BIS' long term goals), but we do know Reforger is primarily an engine testbed and its scope is limited to MP PvP/PvE gameplay. Tactical barbie is probably not an essential element given this framework
Anybody knows why it says "Failed to add prefab into substorage" when I try to equip a RPG
equip where? like put it in a slot?
Yeah primary
do you have some mods that change character slots? it may be restricting you
I have some USRR replacer
Have the ARF USSR Replacer on and the Ukrainian Armed Force one too
And also ofc I have Zelki's characters
I don't know which mod causes this and if its intentional in the mod or not
can you show some screenshots?
I will try to get you some when I play sure
thanks, I tried it out in the game and noticed the bipod connects to the ground at the point of where its legs end
https://youtu.be/7XE6e45imIk
There its probably better than words to explain, when I bipod it aim directly to the ground instead of being rest on the bipods itself. The feet does connect to the ground but it feel like they are still lower than normal maybe its because of the length of the weapon ?
as result you often can't angle high at all with the bipods on
the bipod is not tall enough for the animation system
Oh damn 
Isn't there a way to bypass the model animation or to fake it so it goes higher ? Some weapons have no bipods model animated and they still work fine
yes but I wont make it deploy in mid air
Do I need to add anything to the arsenals I place down or do I just need to have it as a dependency for the mod I have made and then as long as the arsenals are working, then bacon loadout editor will show?
the latter, it just reads arsenals
Best scripter on the planet
cursed reforger playtest on experimental on saturday 8:30 PM UTC, server name "Cursed Reforger"
hope it's fine to post this here, idk if it constitutes advertising servers
hey so Im coming back to this to try and figure out a way to disable the m4 without breaching the license as my players really like the loadout editor. It kind of seems like i would have to make every other gun mod i want in the arsenal a dependency of my new mod/arsenal to add it to a new entity catalog list? Seems like a ton of work making edits for multiple guns as they are all in the vanilla arsenal already by default. And then IDK how your loadout editor would know to pull only from my arsenal instead of the vanilla one? Any pointers on this?
I can help on this
Two things, his loadout editor parses everything that's classed as an arsenal so if you create an arsenal box it will work automatically, I can help you with doing that, it's easy
Second thing, you can add weapons to an entity catalog or anything for that matter and not have it as a dependency, if they are not loaded they will just not show up in the arsenal but it won't cause crashes (you will have to load the weapon mods in the workbench whenever you want to edit the entity catalog)
On creating a different arsenal, and knowing how your scenario works, I do recommend creating a separate faction and then using that faction's entity catalog as the arsenal list
Hey so a question I had after looking at some of the weather mods is the way that some more severe weather has been added such as thunderstorms or blizzards on the winterized mod, I was wondering on how hard it would be to possibly make something like a sand storm, like what would have to be changed to make the visual work?
it always scans the arsenal you open, you'd "only" need to create an arsenal for the US team, or rather change the entity catalog the arsenals use or something like that
so I guess the tricky part is that this is for conflict game mode which uses a prefab that is built. Having trouble overriding that so it seems like I'd need to create a whole new buildable arsenal prefab to build instead. Also, there are quite a few other servers running my scenario that i dont want to force to use my custom armory for this one server of mine. The dependency thing I get, thanks for the reminder on that, I really dont want to create a whole new faction though.
I don't have a more clever solution for you, you could just not use the mod
there is a new attempt at an arsenal in the works in the community so once that's out I can remove both the loadout editor and the m4 as they will just become technical debt
I think I actually got it figured out, using the Overwrite Arsenal Config in the SCR_ArsenalComponent. I'll just have to spend a while adding all the other weapon mods so I can add them to my arsenal. Thanks for your time!
you can Duplicate their arsenal overrides and then copy paste entries to yours using a text editor
@spice elk #CHAT MESSAGE ROLES How can show tags and colors only for gm and admins?
make a mod that shows tags and colors only for gm and admins
i mean can do that in CHAT MESSAGE ROLES script
😔bacon can I messsge you soemthjng?
Would it be possible to get the loadout editor to work on the arsenal trucks?
Small bug with bacon loadout editor and conflict, if someone loads a bacon save it will reset their rank back to private until they get some more XP, however if they are max rank and can no longer get XP it seemingly bricks their rank and causes them unable to rank up any more.
you should get your rank back if you just respawn tho
yeah I thought that but it wasnt working for this guy, I gotta test further
in any case I wouldn't classify missing features as bugs, the editor doesn't care about conflict
the default arsenal saves dont break the rank so technically it is a bug? depends how you look at it I guess
not really, since the mod is not an arsenal or intends to be a replacement for an arsenal
supplies would also be nice, but I have no plans to add this or any other features currently, maybe in v2 when it is rewritten from scratch (if ever)
Just earning a little bit of XP gives the rank right back, it’s not permanent
So in the future do you have anymore plans for your m4 mod?
I want to eventually revisit the attachments such as optics, lasers and suppressors, and also add some more stocks
Oh i thought you were done with it
yes thats not the issue, the issue happens when you hit max rank and cant gain any more XP
should we ever expect an experimental version of the loadout editor?
no
hopefully the guy thats making a better editor is done with it at the time experimental hits main
@spice elk ?
you still need help with the chat messages? you just need to add an if statement somewhere
I need help with this, I've tried figuring it out on my own, but I haven't had any luck yet
chat message
you want to have tags for GM and Admin and ignore the faction tags?
yes
so comment out lines 32 - 44?
though you may need to supply factionColor yourself, maybe somewhere between lines 25 - 30 to have it different by admin or gm
I truly appreciate your assistance, thank you!
colors is diferents but GM and Admin color is still the same
{
if (senderId < 0)
return;
PlayerManager pm = GetGame().GetPlayerManager();
if (!pm)
return;
EPlayerRole roles = pm.GetPlayerRoles(senderId);
if (SCR_Global.IsAdminRole(roles))
{
playerTags.Insert("Admin");
factionColor = Color.FromSRGBA(255, 0, 0, 255) // Set SRGB color for Admins (red)
}
if (Bacon_IsPlayerGM(senderId))
{
playerTags.Insert("GM");
factionColor = Color.FromSRGBA(255, 165, 0, 255) // Set SRGB color for Admins (orange)
}
};```
maybe swap the GM and admin check order? an admin is also a GM, so the second one will override the first
bet
Afaik that's the fix. Have them spawn in a default loadout and then they should be able to spawn rank locked vehicles, then after they do whatever they need their rank for, get your loadout from the editor.
didnt bacon make a zombies mod?
I think so
He had fixed one eons ago, it hasn't worked since a few updates before 1.0
See https://discord.com/channels/105462288051380224/1112035014390063206
Would it be possible to add the ability to export loadouts via some code that gets copied to the clipboard that people can import again?
Does anyone know if the newyork severs are still down
Why ask here?
Bacon, for the Bacon loadout editor, had you ever thought of implementing the feature of being able to select the character you play as, as like in A3 because I know alot of people would like the option to choose who they look like
Already discussed here
No. User submitted data cannot be trusted. Validating it would be harder.
Do you know how Arma 3 did it?
I think that was possible there. But I guess they put in some work into the mentioned security concerns.
It just came to my mind because we played a GM Op today with people playing Reforger for the first time and it wouldve been awesome to just transfer to them working loadouts.
Won't bug you anymore about that. I am grateful for the loadout manager in its current state. So much better than searching through endless pages of crate inventory.
You could do that already by copying them into files named after their identityid
Can you retrieve that ID somehow? Or would I have to collect them manually?
Server console.log
Interesting. That might be worth a look.
Today, we just played a spontaneous GM mission. No prep in the workbench.
files named after their identityid
That would have to be a mod then I assume?
What? Loadouts are saved in files on the server that are named after the identityid
Oh okay, that makes sense as well. Am pretty new to Reforger modding. 😅
No worries
you could just drop a loadout on the ground for the newbs to pick up and save in the loadout editor. might be easier
You can "select" your character model by loading a loadout until you have the desired one
Hmm, I kind of had a question, would there be anyway to override the default loadout for new players just curious
Sure. Make a mod that does it
When we are playing OPs usually players have their role assigned beforehand and get the respective loadout when the game starts. At least in A3 we did it like that. Saves on time in the Arsenal. With Arma Reforger not having an easy to use mission editor we cant really do that yet. So giving all players access to the prebuilt loadouts would be awesome.
So the guy building the mission decides what the players have at their disposal.
Setting up loadouts in workbench takes like 5 mins but being able to so it in-game would be nice
yeah even if i know how to do it in workbench it feels like a hassle due to mental load and custom mod needed for the scenario
Yeah in version 2 I was planning to try doing this and maybe do stuff like server saved load outs spawning for AI
So gm could make a group from loadouts saved on the server by admins etc
that would be insanely helpful
Try removing playerTags.Insert("Admin");
TODAY I WILL BE GLAZING BACON!!
BRO YOU ARE DOING GODS WORK
There is so much going on with your kit
Bro has everything
All we need is a ghillie wrap for the M4 tbh
feel free to make one
lol HUHH?? I guess yall never had to do infantry shit , this is pretty standard! Maybe I wouldn’t slap a flashlight in my gun that’s the only difference! But if we had to do a large movement and set up a COP , well here you are! Although I admit I probably wouldn’t be rocking a sidearm but everything else is pretty standard
I’d probably choose a different backpack than the shit issued in the 80s personally :P
How's cursed reforger going bacon? Did you get any clips from that experimental play test?
brrooo theres nothing to match the Filbe ;-;
RHS has the FILBE tho
it would be cool to have Filbe or some Molle packs
the Assault pack not the ruck unfortunately, 😦
pretty dope, something else I wondered which ik its possible but im a shit scripter lol, setting up a game master blacklist, in server admin tools have it in the config whether to enable or disable this option, enabled adds the extra tab list for blacklisted gm players and the extra action when you click on the players name. In short if any player on the list gets gm by whatever means it automatically removes them from gm
I messed around a little bit to try and figure out how to but I lack the brain skills
Fixed ZU-23 stationary not finding ammo in its own inventory
what ended up being the issue?
Missing component
is there any reason that the barrets shoots HE round even that its APIT (Armor Piercing Incendiary Tracer) if you want it to actual be explose it should be called HEIAP . the APIT ammo is so overpowerd in the barrets as it bypasses EVERY armor
I'm pretty sure it's only effective against light armor, things like the bmp3 are almost immune to it. They are not HE even though they might look like they are.
it on taps every ai
it uses explosive ammo so it bypasses all the armor and health settings they even explode ... they should not explode that not how APIT works
I'm pretty sure every .50 round would one tap a human even wearing body armor
Those APIT rounds make a very visible ball of fire when hitting armored targets, but I don't have a good way to make them create an effect only when hitting armor I think so some creative liberties needed to be taken, here's a slo mo video of an APIT round hitting a metal plate https://youtu.be/4X6y5e2UwXw?t=207
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the ingame round is modeled after the raufoss mk 211 which does happen to include a high explosive payload that is behind the incendiary mix
I think it's rated at 11 mm at 45 degree angle so it should cut through a BTR70 easily but be ineffective against a BMP3, which was the case last time I used it during the game
@spice elk Hello, can you tell me in which component I can switch the endless resource mode so that when I reboot the server, my limit is always disabled?
I want to use it for Conflict, so that the limit would be lifted without my intervention)
Disable GM Dynamic Simulation
those settings are not persisted by default unfortunately, they have default values and thats about it
Understood thanks
bacon didnt you have a select menu to fast acces items ? i cant seem to find it anymore
should be a hint on bottom left part of the screen
RIS Laser Attachments
Yo bacon you created a mod that gets rid of GM limits right?
Bacon Weather is very helpful, and if it happens to be one of the mods still receiving updates over time, I'd like to plant the seed to see if we can get more of a weather transition rather than the abrupt weather changes. For example, when it's set to automatic, the game slowly begins to rain and then intensifies. Whereas in GM, it's BLAM, rain!
if the game ever has a script function to transition to a new weather type instead of swapping it out sure
bi plz fix
This seems to be fixed now thanks
What did you change to fix this?
Nothing, as far as I know this is still an issue in third person camera. Unless I fixed it some time ago and forgot about it, but I doubt it.
Somehow it fixed itself on 1st person lol. I think after your last update it seems to be fixed
weird stuff man
Fixed in 3rd person too
no idea
but you're welcome
that clip is funny though because I low key expect the gun to fire at some point but it never comes
did you ever notice that for some reason pistol mags dont show up unless you remove them and readd them? 
yes, no clue why
just another Reforger Modding Quirk™️
also holo sights show their reticle on the glass
Hey so I had a question, why doesn't the ai use the AA gun? Is it because of the game itself?
yes, same reason they suck at targeting with the BTR turret
I think it's a little better in Experimental
I notice with things like APCs and IFV's they use the secondary like rockets or the coaxial machine gun rather than the cannon
there's no such thing as a vehicle cannon in the game so I guess they default to something closer to AT in what they got, or maybe the cannon needs to be setup to be used as AT, idk
they have no problem shooting at my helicopter with the ZU-23 as long as I am directly in front of them
Damn well can't wait till the update the game, idk what happened but they use to be able to shoot the AA gun. 1 step forward 5 steps back
It’s been that way since before 1.0
My suppressed and unsuppressed sounds are flipped. I'm assuming this is due to a mod incompatibility?
idk, is this your gun?
Ya I’ve been having a similar issue where the suppressors when used on bacon m4’s aren’t actually suppressing, not sure if it’s a mod conflict or what it is
try using no other mods
Ya I’ve disabled all my other mods other then your m4, suppressors and your loadout editor and still they don’t appear to be suppressing
please record it and send mod list
they’re suppressed for me so maybe redownloading the mod might fix
Ya I’m messing with my mods right now, any of them that have custom sounds that might screw with it
Sorry, I meant the bacon m4 mod. I'll try to mess w it when I have time and see if it's another mod causing it.
record it and send mod list
Looks like its caused by the better sounds mod
Before anyone asks, the magnifier doesnt have zeroing yet
Does this mean what i think it means 🥹
It means the magnifier doesnt have zeroing yet
Oh i know that but im referring to you adding a magnifier to your eo tech
yes
🥹🥺🥺 its beautiful… how i have missed you
now that bacon has done the scripting part hopefully others will add on with more sights with magnifiers like an aim point with one
Wait its already in game
scripts should handle synchronizing flipping it on and off in multiplayer and it syncs brightness toggle with the eotech and the other way around
yes
Its part of the m4 right or its a separate mod best thing i woken up too
part of the RIS Attachments which i think is a dependency of the M4
Ahh ok
too bad pip optics lag the game to hell
the last Magnifier in Reforger was the RiverX mod
Yea i know lmao was my go two
I missed too
also no plans to add any other optics, I want to keep the mod light and basic, it just seemed like a magnifier would make a good fit for a gun attachment starter pack mod
it was torture to implement the scripting
congrats
Omgyes
video ?
that's sick actually! good shit, bacon
SICK
Fucking awesome, I'm assuming this is ready to go??
its in ris laser attachments mod
God bless bacon
looks funny when someone flips it on and off, worth it
lol is the animation buggy?
I hope not
Magnetifers in what mods?
literally 4 messages above yours
See, thx
well done!
+1 very impressive work with the magnifier!
Doesn't that not work?
yes the posted video is photoshopped
Many thanks homie
Secret gifts from Santa
Do you plan on making the SBR M4 able to use the stubby foregrip?
That's not possible
Why not? The stubby foregrip can be used on the other M4s except the SBR variant
No. This was answered like 50 times already.
Sorry I haven't seen the answer yet since I don't look thoroughly through threads, I'll look for it to save you the trouble
You can probably find it pretty fast if you search for foregrip. Long story short I don't want fingers clipping into attachments.
Ah that would make sense damn
is the RIS attachments mod available on experimental at all?
No
But Cursed Reforger is 
It is
and it's objectively the best mod
^
I think I'll schedule a playtest for the weekend
So far from what I’ve played, it by far the best mod (objectively)
un-schedules your playtest
Very lovely
was just curious if the prone bug happens as much on 1.2, if you get chance to test it at all
I dont think it does
it doesn't seem to be related to mods since I can repro it with vanilla optics like the colt
unless they only fixed it with the colt, idk
Pls schedule for Friday i want to join
I always put that camo on the stock fr fr
Hey bacon, I had the flashbang mod running on my server for awhile flawlessly until everyone started spawning in with the flashbang affect on their screen permanently until server restart. Not sure if it had something to do with the safe zones or someone spamming them at spawn.
Any idea what would cause this to happen after the server is running for so long? Or is this the first time mentioning such an issue?
I couldn't find any issue myself in testing it again so no clue what happened. It happened twice on my public server until we decided to remove it. I tried two different mod load orders, but not sure if there is any known mods that conflict with it either.
Can't really look into it until there's some steps to reproduce
Alright just asking if you were aware of similar issues before. Ill let you know if I find something later on
I think it’s whenever you throw it in spawn because that only happened to me when I threw the flash in spawn
Just don’t throw it in spawn and you should be fine
I think it has to do with that, but then again I was testing that by spamming them in spawn and couldn't reproduce the same issue
Hmm could be only a sever thing did you test it in your sever with other people or by yourself?
It could be if someone throws the flash in spawn and you spawn in when the flash goes off then you have the permanent effect
Both but it seems to happen only when the server has been running for more than 14 hours straight
at least on my public server, my test server I couldn't get it to happen at all
Okay
I was going to say it might be something to do with camera effects like night vision but the mod does not use camera effects, rather uses UI. Did the effect not clear after rejoining the server?
The effect is bound to the player controller entity and is client-side... maybe you have some other mod that has a similar effect and there's some kind of conflict or bug?
When the issue happens, rejoining the server does not fix it and happens to new players on the server. I don't have a clue what it could conflict with either so not sure. The only visual and UI mods I got running is Coalition Squad Interface, Coalition Lighting, and VON UI for Gamemaster
If it happens to new players joining the server then it is not the mod doing it, or not on its own
Maybe it was some kind of stamina or suppression effect actually and not the stun? And a server restart just cleared it
I don't have any stamina or suppression mods but server restart is the only fix I know of so far
Well, if you do find out of a way to reproduce it let me know, I can't say I've seen this happen
Yeah I got alot of mods on my server so its gonna take some time to determine if one of the mods is the issue or just the fact there is too many mods running
There is some weird perception in the community that "too many mods" is a thing. All it takes is one bug in one mod. There is no way that adding 17 mods breaks a server but 16 is fine, etc.
Is 95 mods too many? lol, but I am skeptical about that whole statement but my server host provider claims the number of mods can be an issue so I don't know what to believe at this point regarding that. I personally haven't had drastic issues running 120 mods on a server
Your provider probably does not have any experience with Reforger. Bugs come from specific mods rather than randomly appearing out of thin air because of the number of mods in a config.
Seems like common sense to me to be fair.
I do agree, I also wonder where that whole statement came from in the first place regarding too many mods
It's disappointing that a service provider would make that kind of claim
how do arma servers run with mods on a windows machine vs a linux machine? I got mine running linux. I heard of arma usually supporting windows compatibility more so than linux but its just a theory of mine.
Windows is slower in my tests, that seems to be the only difference
I always noticed people DC from the servers across the game often and I always wondered if there would be a difference on that part of it between windows and linux
Unless that is just an Arma issue
It is. Sometimes mods can contribute, but plenty of this happening on vanilla servers.
I was looking at the weather mod you got and you could definitely make a dust storm one. Take the fog one and turn everything tan lol
Go for it
If the screens were just very bright and not directly had a flash bang effect and if you are running k17or t14 then it’s those vehicles causing it
@spice elk ik this is probably a big ask but do you think you could make ZELIKS PERSISTENT STORAGE placeable in gm?
hmm not really up for it to be honest with you
Fair enough though i would ask though!
Do you know anyone who would possibly do it
I can try, might take a small amount of time though 
Actually it’s under No derivatives license, so would have to be something bro does himself
you should just make one yourself?? if possible, i can message you about it
It's the flashbang effect, not bright or anything but can the k17s and t14s still cause that to happen?
He said he doesn't do gm placeables
Bacon I figured out the keybind for parachutes, but game crashes if we die or get shot while parachuting lol
Awesome mod though
try current version, also added wind influence
Did you just update it just now?
Hey bacon know you talked about more stocks and barrels have you thought of a mk18 style barrel and also meant to ask you cause your a gun dude. Is there a possible way to impliment duel mag like coupled mags in reforger
1.0.4
hey bacon if you ever got time would you realline your other sights ? now with the reworked holo and the new added holo with zoom they are so much offset compared to the old sights , and most guns ether can only now use the new one or old onces depeding on what version they are allined , would be nicest if you could make the holos the same offset as the other sights so they would all fit again as they supposed to do
they work fine on the guns I tested them on
the issue is not on m4 platforms as they have longer rails but any gun that has smaller rails is now kinda cooked
hmm I tested on my m4 and rhs m4
just a fast example
the offset is the same on both sights
so is with a lot of other guns that still use the older sights aswel , even some m4 do have it as they are setup for sight above mag as most gun setup have and the holo then jumps back a ton
the snap position for the no-magnifier xps3 is behind it, so the gun from your image has the slot position set to not be on the rail
here's the snap point
ill move the snap point and will try again
make sure the pivot id is set to snap_weapon for your slot
@glass dirge I dont know about forward velocity yet but I can give it a shot
idk if you take fall damage while ragdolled?
You do
interesting
too bad there's no good way to detect character collisions, clumsy mod was a hack that checked if there's an object in front of you 10 times a second
Not always, I ragdolled of a cliff and survived at least twice, think it’s just hit or miss tbh
Some errors I've seen popping up in client logs with the new scopes:
------------------------------------
13.06 2024 12:09:37
Virtual Machine Exception
Reason: Division by zero
Class: 'Bacon_5ABD0CB57F7E9EB1_FlipUp2DPIPSightsComponent'
Function: 'UpdateCamera'
Stack trace:
scripts/Game/Weapon/Sights/SCR_2DPIPSightsComponent_PIPCQB.c:95 Function UpdateCamera
scripts/Game/Weapon/Sights/SCR_2DPIPSightsComponent.c:863 Function OnSightADSPostFrame
Runtime mode
------------------------------------
13.06 2024 12:09:37
Virtual Machine Exception
Reason: Division by zero
Class: 'Bacon_5ABD0CB57F7E9EB1_FlipUp2DPIPSightsComponent'
Function: 'UpdateScopeMaterial'
Stack trace:
scripts/Game/Weapon/Sights/SCR_2DPIPSightsComponent.c:815 Function UpdateScopeMaterial
scripts/Game/Weapon/Sights/SCR_2DPIPSightsComponent_PIPCQB.c:180 Function UpdateScopeMaterial
scripts/Game/Weapon/Sights/SCR_2DPIPSightsComponent.c:867 Function OnSightADSPostFrame
Runtime mode
some clash with @high dock's PIPCQB mod maybe?
perhaps
We have parachutes now?
More like jankchutes
Is there a release date on it yet or is it still tbd
Bro replied to a message suggesting trying a recent version and asks for release date 💀

I cant even get my server to load up into an Mi8 for a parachute drop cause all the xbox players DC with everyone sitting inside of the helicopter lol. I wish arma would fix that issue
what does it say as the dc reason?
Either just says Internal error or timeout on their end
It's mainly xbox Series S players as always.
It's not an issue with your mod either since it happens when alot of players get inside of a vehicle with alot of seats
Tried doing a parachute OP with the mi8 full of players and xbox series S players repeatedly kept getting DCed including anyone not in the helicopter until we instead switched to two Hueys. Sometimes happens just as bad when we have convoy ops with people loaded up in the 5 ton trucks
It's probably a gamemaster issue as well since I don't think conflict has the same issues regarding such
also depends on the map
It is Kunar so it is probably one of the factors
There is a reason why i can't find it?
not latest version? custom arsenal?
Now it works! Don't ask me why, i close and restart the game and finally find it!
one funny bug with the parachutes is you keep your forward momentum after landing, so next time you open your chute it shoots you forward
one another thing is sometimes i die when i use it
when landing?
yeah I send a clip of it soon
slow down before landing 😭
oh i go full speed
yea too fast u die, useful when you are high up to speed up but otherwise suicide
okay you think u can make a break system?
just hold S or down or whatever, or rotate in the opposite direction
oh okay
@spice elk plz make wing suit
I think I brought it up before, but since SRG is asking about sights, is there a plan for a more modernized set of the EOTech optics with unity FAST risers as well as the omni FTC mounts now that animation works>
Is the mod out in stable or experimental
hey bacon it seems bi is going to break fog and rain fog (in the default rain weather state) with their upcoming update, can you bring fog back with ur weather mod please?
Ive never seen someone fall like that before 😂
Is the parachute mod on workshop?
Preciate it, didn’t see it
Bacon, you think it would be possible to have saved loadouts through the editor, be available upon spawning in?
For example, you have 5 save slots through loadout editor. Upon spawning in, you will be able to select from 1 of those 5 loadouts to spawn in as.
Basically, you’re changing the factionLoadoutManager in the workshop to allow for Bacon’s saved loadouts to be used in the respawn menu.
yes it is possible, go for it
But how you would you go about configuring this? Because when you save to the loadout editor, it’s not considered a “saved loadout” to be used in the respawn menu
you can get the loadouts through the saved loadout manager of the editor, what you do with them or where you display them is up to you
Question, how do you actually deployed the parachute?
If you’re on controller you press A
Thank you
Parachute??
Definitely gotta test that
Apologies @spice elk this may have been addressed.
The variable Eotech used to sit perfect on the SBR on first release and now sits way far forward.
Here is a before and now.
Any ideas?
Please remind me tomorrow I'll revise the mount points
Thank you sir
Using my photos fr fr
Sometimes I wish we could move our attachments forward or back across the rails would be very nice
Yeah like in Ground Branch would be very nice
Me too
Why's it not possible ?
It is
Oh okay lol
It seems to be possible to animate the slot_optics through proc anim, that's why I was wondering
Why animate just offset the slot transform, swapping the handguard between block 2 and fsp does it to the lasers
Fair, that's just what I thought of. 
Future update worthy?
Bacon the sight is absolutely godly my dude 💪🏼
If it’s possible what is the issue, lack of consistency between modders rail placement locations?
yes but also I would like to make it consistent for my weapons and optics
Bump on this @spice elk, like the paint schemes for the rifles, I can help get you images of mounting locations and stuff hands on to look at if you need.
Any idea how to do it on keyboard?
space? jump button?
@spice elk reminder 🙂
Rog. Thanks man. I have some server questions if you have the time to help a guy out?
Thank you!
Did you manage to get around to this @spice elk ?
no sorry, but maybe I'll try it now I need a break from coding
I moved it a little back on m4 and forward on m110
also changed the reflex sight in ris laser attachments so it can now be moved around hopefully
Thank you man. My OCD is at rest.
I still hold out hope for the CAR-15/Colt stock for the M4 packs 🙂
@spice elk weird question if I wanted a mod made weapon wise would you be able to assist? Don't wanna intrude just curious how that's done.
bohemia wiki page has a full weapon walkthrough
that is a mod in the game
thank you so much
working pretty well in a full server lol
How do I actually control the parachute?
movement keys, or stick, whatever
I tried that but I’m just falling slowly and I’m not grabbing the handles.
And when I touch down, I go unconscious or die
Idk it works for me man
There are no animations obviously,but you should be able to steer left and right and slow down or speed up. Also wind affects your speed
Hey bacon, regarding your magnifier stuff, is there a call that could be plugged in the workspace to animate the hand when it flips? I am not asking for you to make the animation, but if there is a call/signal that can plug in and pull from to trigger one.
Are you on M&KB or controller? On keyboard I found if I hold S down I have more control over the chute.
If you're on controller I'd suggest pulling back on your movement stick when you can to help yourself drift better.
It does not use signals but I'm sure you could make one, the magnifier does not use the animation system at all (no animation graphs or procedural animations)
Don’t hit the ground too fast when you approach the ground pull back on your stick and you’ll bleed your speed
will update parachute soon, NEW behavior:
- less downward speed when accelerating
- movement BACK now acts more like a brake (slows down)
- pressing neither movement forward nor back acts like previous back (reduces downward velocity)
- new feature: yeeting
Oh my I love the yeeting feature
example of yeeting feature behavior when you hit the ground at max forward speed
Oh Jesus haha😂
in a future update I will add an indicator that will be helpful in telling you the probability of yeet, this will probably be an audio cue in form of wind noise, if its loud you die
until then you must become proficient in landing without it
Anyone working on anims for your mod?
no, waste of time to attempt it currently
there is no way that I know of to play an arbitrary animation or force a pose on the falling character (and keep inputs and movement), I would have to rewrite the mod into spawning a fake vehicle to have a pose which is just stupid
Do you think in the future you can give us the ability to shoot from the parachute?
no, for two reasons:
- suggestions and feature requests are spam, please do not spam the thread (unless requested)
- the amount of work necessary to do this is too high for me to even think about undertaking
A++ updates
Okay sry
@kindred cradle what 
yes
It annoys me that they're not in order
I need a spinning rizz one
More than one

What about powerpoint transition rizz that slowly moves into picture for sliding into people's DMs 
sounds like too much effort 
Fair
Thats Arma, not call of duty, How you brake your parachute while Are shotting ?
Back in my days only battlefield had that
vanilla guns dont jam in this game, you need jam mods for them to jam
everything I make is fire
Sometimes literally
Flamethrower mod wen
something like this?
Yeah that'll do it
Now I need napalm or white phosphorus and the Vietnam experience will be complete
Fax
If vehicle damage was a little more advanced thermite grenades could work, although the c4 in exp does essentially the same thing just louder
First it detonated now a flame thrower 😭
@spice elk hey man I just want to say thank you for making such great mods. I co-own a milsim and we use almost all your mods and we love them!
Why not ALL of his mods

Wish I had those particles
We don't need some
I was joking
ill make all my mods depend on all my mods
Bacon on top
Even rhs?
Threw trial and error I managed to complete a successful AI parachute drop from a helicopter, compliments to bacons para mod
I didnt make rhs, but making my mods all depend on each other will replicate the RHS experience
Noooo😭😭
Pure evil
Please no
the difference being RHS has never released multiple mods, but just one. Sure that is also a more convoluted alternative if reforger ever gets released on PS5 where there are certain limitations in terms of package size (still inter-dependent mind you)
What is ArmaRerizzer
have a look at the description of the mod
Nevermind got on my pc to check it out and wtf lol
Sugetion make a 7.62 uper/lower for your guns it would be cool
bacon would you ever add an option or a mod that just uses the bacon loudout editor but only an option to get into the weapon screen , without the rest? so it could be used for other things then just gearing up for conflict ? . or like an option on the gun that opens that screen to mod it on the go instead of the base game way
Friendly reminder that random unsolicited modding suggestions and feature requests are annoying and not appreciated
k its just a question ...
I found some messages in this thread that might be helpful
#1110586149740748890 message
#1110586149740748890 message
#1110586149740748890 message
#1110586149740748890 message
#1110586149740748890 message
its a suggestion that no other person has asked you yet so i dont see why it isnt a valid question
I don't remember asking for suggestions recently therefore it is spam
okey am i allowed to modify it myself then ?
If you can do it without infringing on the license, yes
cool thanks
Just make clumsy reforger a dependency of loadout editor
I can think of better ways to remove the mod from every server
I honestly like playing with clumsy reforger cause it's kinda realistic that you can't run full speed into a wall
Sorta like the game project zomboid


